
Master Blender basics for free-form modeling, using gizmos, extrude, knife tool, loop tools, and hotkeys to navigate edit mode, modifiers, and add-ons.
Set up 3ds Max after a fresh install by configuring viewports, turning off distractions, tweaking hotkeys, and customizing preferences to mirror the instructor's workflow for efficient modeling.
Explore essential 3ds Max modeling and animation workflows, from viewport navigation and edit poly modifiers to symmetry, uvw unwrap, morph targets, cloth, and bone rigging.
Master hotkeys and interface customization for 3ds Max, including loading and sharing hotkey files. Explore modeling actions like extrude, chamfer, bevel, and pro boolean, plus navigation tips.
Master essential 3ds Max hotkeys and scripts for fast modeling: toggle edges and safe frames, align objects, extend borders, straighten edges, and create shapes from edges.
Demonstrate cross-program CAD workflows using plasticity, a free beta app, exporting between Blender, 3ds Max, and other tools, while prioritizing design and flexible topology.
Explore the basics of zbrush, including spotlight navigation, zsphere starter projects, subtools, custom menus, hotkeys, and painting geometry and color for texture workflows.
Introduce the moment of inspiration basics, focusing on curves, seven MoI menus, hotkeys, and the construction workflow for quick, precise modeling.
Master a MoI 2 workflow from importing OBJ files to creating low-poly foundations and high-poly details using booleans, lofts, fillets, and mirror, then export ready models.
Export a Blender polygon mesh to CAD by exporting as OBJ and importing into a CAD tool to apply precise cuts, chamfers, and fillets, leveraging both workflows.
Learn how to convert polygons to CAD with Moai, then detail meshes to create precise fillets, chamfers, and shell effect by adjusting the fill order.
Explore creating cool shapes by smoothing objects, using open sub div and turbo smooth, and combining sharp and smooth areas for depth and interesting results.
Master free form modeling in 3d, starting from a plane, using symmetry, extrusion, bridging, and the screen-space gizmo; refine topology with open subdivide, quads, and flow tools.
Master free form modeling techniques using split, extrude, loop insert, and snap to quickly shape complex forms. Leverage symmetry, topology fixes, beveling, and scripts to refine details and create designs.
Explore free form science fiction modeling using symmetry to quickly generate varied designs, kitbash, and refine with extrusion, chamfering, turbo smooth, embracing happy accidents; design first, topology second.
Design objects that flow together with harmony by integrating shapes and splines, using extrusion, chamfer, bridge, symmetry, and detailing to create cohesive interactions.
Learn how to work at an angle in 3ds Max by managing object vs subobject pivots, applying symmetry with proper orientation, and using the align pivot script.
Learn to manage symmetry with multiple objects, switch between local pivots and the default system, and use vector alignment and axis snapping to create angled cylinders and precise pivots.
Practice working at an angle in a polygon workflow using edge constraints, local pivots, symmetry, and the Versace script to create holes, loops, and smooth bevels.
Explore angular free form modeling designed for beginners, and build topology intuition with pivot alignment and modifiers such as symmetry, shell, and turbo smooth.
Explore freeform modeling from a plane using shift for sculpting vertex movement, symmetry, and turbo smooth, then iterate with cut, bevel, extrude, and weld.
Demonstrates edge control to regulate sharpness, adjust smoothness, and use chamfer and flow tweaks. Shows rapid form shaping with free-form deformation, symmetry, and quick slice to create integrated, alien-inspired models.
Explore free form modeling to embrace random distortions, using grid-based rotation, extrude, and regularize techniques to craft interesting, reusable shapes.
Blend angular, cinematic, and free form modeling to create sharp, well-formed shapes using symmetry, reset X form, hotkeys, and open subdivisions for fast topology refinement.
Insert details into 3d models using edge crease, bevels, and extra loops for clean subdivision. Explore skin wrap, UV unwrap with pelt, and pattern cutting to create varied, reusable details.
Discover how to turn mistakes into design decisions through free-form polygon modeling, using topology, symmetry, and lighting to transform distortions into happy accidents.
Transform chaotic topology into refined, detailed shapes through free-form modeling and iterative refinement. Turn accidents into design opportunities using loops, bevels, cuts, welds, and symmetry.
Learn to split a mesh into base and shell using cuts, chamfer, and symmetry, then refine topology with welding, loops, bevels, and freeform techniques for low-density modeling.
Explore low-density modeling techniques with extrude, insert loops, and connect tools to refine topology, hinge edges, and reinforce design through subdivision and careful mesh planning.
Demonstrates an auto-crease workflow to create a highly detailed crate with clean, edit-friendly topology, suitable for movie and film assets, enabling easy detail addition or removal.
Learn daily warm-ups, design templates, and freeform retopology using an auto-crease workflow with data channel to sharpen edges, maintain even topology, and selectively rely on support loops for complex shapes.
Learn to design with shapes and colors to create silhouettes in your game using two materials, cloning, extruding, and modifiers for flexible detail.
Build a cylinder from basic shapes, snap vertices, weld parts, and use shell and chamfer modifiers with angle controls to produce a quick presentation render emphasizing silhouette and color.
Learn polygon modeling of ornamental details using grid-snapped planes, reference alignment, and symmetry in 3D Max, including instances, turbo smooth, and precise pivot and xform setups.
Achieve crisp quad-based ornament topology through symmetry and subdivision, refine sharp edges with edge loops, and explore a quick multi-program sculpting workflow for folding, creases, and refined details.
Model an ornament by establishing flat topology with symmetry, then extrude, bevel, and hinge from edge to shape curvature; mirror leaves, adjust elevation, and apply turbo smooth for refinement.
Learn to create tiling sofa geometry by modeling a single tile, snapping to grid, welding, and duplicating to wrap around a sofa, with bend and symmetry modifiers for repeating details.
Create and edit splines on the grid, snap angles with shift or ctrl, close splines, switch between vertex, segment, and sub object modes, and use corner, smooth, or busier corners.
Explore practical spline workflows to create piping and edge geometry, convert circles to editable splines, apply bevels and turbo smooth, and use snapping and welding for precise shapes.
Master advanced detailing with open subdivide, crease control, and edge loops, prioritizing design first over topology, then bevels, extrusions, panel lines, and cloning details for quick iteration.
Explore advanced detailing by leveraging topology to create integrated positive and negative extrusions, bevels, creases, and precise panels through bevel, inset, and bridge workflows.
model, unwrap, and texture straps by building the strap geometry, applying materials, and using bump maps and brand text with careful uv mapping and tiling for realistic detail.
Master fast free-form modeling to fit objects together using mesh smooth subdivision, vertex moves, and fall-off controls. Use grid snapping, custom grid, grid align, and symmetry to ensure precise fits.
Master the set flow bridging technique to duplicate components around an object, align them precisely, and create belts or straps with controlled flow using cloning, bridging, and loops.
Explore freeform modeling techniques to create clean quad topology with inset edges, symmetry, and loops, then use presets, bevels, and open solid subdivision to refine and detail the mesh.
Fixing really messy topology: learn to address messy topology in 3d modeling within the Arrimus ultimate 3d modeling course.
Maximize polygon modeling to create freeform, editable shapes that go beyond Blender's booleans. Compare CAD workflows, export to IGS, and use Plasticity, Fusion 360, and Moai for clean shading.
Explore angular free form in Blender, blending CAD precision with polygon modeling; use subdivision and bevel strategically, compare booleans, and learn practical beginner workflows for clean, organic shapes.
Learn to build angular freeform shapes in Blender using a mirror modifier, simple subdivision surfaces, and knife cuts, while extruding, detaching, and editing edges for bold topology.
Learn Blender freeform modeling with knife tool workflows, edge loops, and topology tweaks. Apply modifiers like mirror, solidify, edge split, and subdivision to create clean panel lines and detailed shapes.
Learn freeform modeling in Blender, move beyond training wheels to create angular forms using extrude, inset, grid fill, loops, and knife tools, with a design-first approach to topology.
Practice a daily 20-40 minute warmup in Blender to build muscle memory for polygon modeling, mastering basic topology and hotkeys while shaping a dense armor piece with subdivision.
Master quad remesher for freeform design, cleaning topology after booleans, achieving uniform quads and easier detailing. Tune quad count and adaptive size, use set flow to match topology.
Explore applying detailing after remeshing in Blender, showcasing extended examples of how to add post-remesh details and refine topology using quantum Escher techniques.
Create a sci-fi samurai armor on a human model in Blender, using separate pieces, a displaced modifier, snapping, and mirror to shape armor while considering topology.
Continue modeling a cyber militarized samurai in Blender using basic tools, focusing on iterative design and evaluating what works, with references to large shoulder armor, a mask, and horns.
Outline a year of ramped-up work in the cyber samurai part 3 lecture, preview a slower pace in the next video, and share likes and dislikes before moving on.
Model in Blender using Bulgarov style, blending booleans with subdivision to create angular and organic shapes, using knife tool, loop cuts, extruding, and circle details to refine topology.
Create a free-form blender model from a cylinder, applying mirror, bisect, and extrude to shape outer and inner sections, then use modifiers, loops, and bevels to add detail.
Analyze rock forms by primary, secondary, and tertiary shapes using red guides. Sculpt a rock from a cube with trim dynamic, clay build up, and clay tubes for detail.
Learn to sculpt rocks in ZBrush, turning spheres into angular, varied rock formations. Use clip buildup, trim dynamic, trim adaptive, and trim smooth border, and refine topology with Dynamo.
Learn to create and modify alphas in ZBrush, using grab doc, modify options, and export processed alpha; apply rocky textures to creatures or terrain with focus shift and drag settings.
Create custom hard surface alphas using zebrafish, substance painter, or Quicksilver, export and test in a brush workflow, refining blur and height for precise, reusable alphas.
Learn to create a clean, animatable mouth on a creature by masking, duplicating, remeshing, and sculpting open and closed states, including work on the inside of the mouth.
Learn to use the insert multi mesh brush to add multiple meshes, switch tools, and manage subdivision levels, enabling embedded details like pockets and buttons that conform to complex surfaces.
Learn to position geometry along a curve using insert multi mesh in curve mode, bending and snapping to surfaces to create belts and straps.
Demonstrate the insert multi mesh tripod feature to build a chain mace from start, center, and end pieces, export as separate poly groups, and insert mesh in zebrafish.
Explore mesh fusion for hard surface and organic modeling in ZBrush. Learn to insert and fuse meshes with base geometry, mask selectively, and refine topology for seamless sculpting.
Master sculpting eyes from a base mesh using clay buildup, alphas, and the standard brush to shape eyelids and the eyeball, while managing topology with zebra measure and zero measure.
Create a decorative alpha for zebrafish or other sculpting apps by modeling a symmetric ornament, baking a bitmap, and refining with roll, masking, and polish.
Master organic sculpting in ZBrush by combining clay buildup with standard and Damian's standard brushes, varied alphas, and cross-hatching to build form, wrinkles, and design templates for creatures.
sculpt a male head from a sphere using move and clay buildup brushes, with masking and refinement to shape the cranium, jaw, neck, and facial features.
Refine the head sculpt by adding ears and eyeballs, adjust proportions with masking and move, scale, and rotate tools, and use references to ensure correct orientation.
Refine the head sculpt by gently building up and smoothing the ear with clay build up and standard brushes, then check from multiple angles before baking displacement maps.
Learn hard-surface sculpting for zebrafish using basic brushes like standard, Damien standard, clay buildup, and polish to create panels, edges, and details with stroke control and focal shift.
Master hard surface sculpting techniques in zebrafish by combining trim dynamic, pinch, masking, and layer-based workflows to create alien architecture, panel lines, and non-destructive details.
Learn advanced hard surface sculpting in Arrimus Ultimate 3D Modeling Course Part 3, covering dynamic mesh, masking, subtools, symmetry, mirror and weld, and creating custom brushes.
Master heart surface techniques for zebrafish, creating panels with masking and the slice curve brush. Refine topology with polish and smoothing, and manage groups for clean, connected panels.
Arrimus teaches building a helmet using Dyna mesh, symmetry, and masking to block in panels, polish edges with H polish, and refine details with standard brush and move tools.
Learn a helmet sculpting workflow using masking, grow mask, invert mask, trim hole and trim curve, mirror topology, and data mesh to isolate parts and refine details.
Explore hard surface modeling techniques in zebrafish using live boolean, insert multi meshes, and union, subtract, and intersect operations to build complex details, and preview results using multiple views.
Learn to use crease values, sharp edges, and subdivision to preserve model geometry across inserts and multi meshes, while leveraging symmetry, unmasked points, and bevels for precise detailing.
Explore creating zebrafish panel details using curves, symmetry, and booleans in 3ds Max, then ZBrush, frame mesh to wrap clean, hollow panel lines around the model.
Demonstrates adding detail in zbrush with live boolean and insert mesh, adjusting projection strength and embed values to shape curvature and create hollow, chamfered features.
Learn to combine the topology brush with ZModeler to design a helmet, refine with poly painting and color, manage subtools, thickness, and actions like extrude, mirror, and weld.
Master topology control using crease and edge tools, edge loops, and crease levels to add curvature, while subdividing and previewing mesh details with Q mesh and poly groups.
Explore zebra tools to slice, insert edge loops, and clip curves for shaping topology. Mask, move, crease, and use subtools to refine and prototype sci‑fi panels and holes.
Learn to create a base sculpt in ZBrush by shaping a cyber spider brain creature, guiding you through a quick, focused session that you can enjoy with music.
Learn blender retopology by preparing sculpted zebrafish pieces, merging components, exporting and importing obj files, applying mirror and symmetry, and building clean topology with manual and automatic tools.
Learn how to sculpt and model a cyber spider creature in Blender, creating mechanical parts, tubes, and a glass brain enclosure, using mirroring, snapping, bridges, cuts, and modifiers.
Model the mechanical leg and apply plasticity concepts in an accelerated session that builds on the introduction and keeps the pace moving.
Integrate Blender and Plasticity by importing an OBJ, aligning pivots, applying transforms, and mirroring to build mechanical spider legs; explore Zebra brush sculpting and topology fixes.
Explore plasticity for weapon modeling in the Arrimus ultimate 3D modeling course, part 2, and apply material properties to weapon designs.
refine sculpting in ZBrush part 2 by exporting guide meshes, preserving topology, and focusing on the face centerpiece and mechanical legs while managing clipping and delete hidden steps.
Reuse existing assets to create variations and speed up your workflow through kitbashing. Import, rotate, set origin to geometry, and mirror parts to assemble walking units and explosive mine concepts.
Continue modeling in blender to refine the jaw and facial features with masking. Plan undo history limits and mirror exports, and bridge gaps to blend organic and hard-surface design.
Model a cyber spider creature in Blender, refine edges, build four legs and two arms with wiring details and hard surface modeling, planning future rendering in 3ds Max and V-Ray.
Advance your Blender proficiency through part 6 of the Arrimus Ultimate 3D Modeling Course, focusing on core techniques and workflow improvements for professional 3D modeling.
Learn to model a prosthetic arm in ZBrush, starting from a detailed male mesh, adjust topology, sculpt musculature, and export two ready-to-use variants for integration.
Apply a neutral modifier to achieve a neutral modeling position for the mechanical arm, reset rotations, and use vertex snapping to align parts for a clean topology.
Watch the design come together in a dynamic, inspired flow as conversation and focus push a concept from nothing to a strong 3D model.
Learn to master symmetry in 3ds Max by using mirror and planes, toggling reference objects, and aligning to the correct local z axis with planar snapping for precise results.
Model the hand, addressing joints with the symmetry modifier and then refine using plasticity. The lecture also weighs how music, conversation, sculpting, CAD, and multiple programs broaden 3d modeling workflow.
Begin hand modeling in CAD by applying booleans to the fingers and sharpening edges, then export to plasticity for refined CAD-ready mesh generation.
Add detailed surfaces to the hand in plasticity to show design complexity. Explain export challenges to obj and adjust scale and orientation when moving between plasticity and 3ds Max.
learn how to use kitbash and kit patch pieces to quickly fill joints and add detail while keeping most of your own design, following kit rules for faster client-ready models.
Explore a kitbash workflow that speeds sci-fi helmet design by combining personal assets with kitbash pieces, while preserving originality and artistic integrity.
Transition to Zebra scripting to block out and refine a full body, highlighting sculpting for fast silhouette development and dynamic proportions, then export to CAD.
Master the CAD workflow by transforming polygon meshes into CAD meshes with plasticity, exporting and importing between formats, and creating shoulder and launcher placeholders.
Discover detailed cad modeling for the big boy character, exploring variations and a workflow from polygons to cad cam, while previewing kit bash features and future plasticity updates.
Refine a 3D model in plasticity by merging pieces, testing booleans, hollowing for internal components, and exporting the final object with selective mirroring.
Practice advanced kitbashing after cad by importing obj assets from plasticity, detaching parts, and assigning materials across color layers while refining pivots, symmetry, and placement.
Combine CAD and polygon modeling to create armor plates, and learn to transfer between programs while integrating multiple modeling styles.
Finish the turtle show and export it, prioritizing front and side detail while strategically addressing the back for contexts like a third-person game.
Learn manual retopology with step build and extend, free-form drawing, and adjustable offset to create clean topology. Explore bridging, extruding, beveling, symmetry, and edge refinement for efficient polygon modeling.
Block out the chest and back of the insectoid soldier, use a daily warmup with hotkeys and quick shapes, and treat the back as a template while avoiding early subdivision.
Explore a support loop workflow for blockout and testing more arms, refining the base mesh, color schemes, and placeholders through quick, iterative adjustments.
Block out the lower torso, hips, and thighs in 3D modeling while using reference images and drawings from various artists to inspire shapes and avoid copying.
Design the foot, calf, and shin with careful subdivision where needed. Study the toe joints and reuse that geometry for the finger joints on the hands.
Explore leg and arm blockout techniques, comparing free-form modeling to box modeling, and refine flows, symmetry, and proportions using turbo smooth, FWD, Versace script, and synthetic muscles.
refine the arm design in part 7 by turning chaotic shapes into cohesive forms, adding artificial muscles, hinges, and insectoid details through concise, focused modeling.
Refine the back design by exploring muscle arrangement and texture for a consistent humanoid form. Experiment, take breaks, and apply back details to other areas for a cohesive look.
Guides the torso front and hips detailing the lower back and AB area, emphasizing an iterative design process from low poly blackout to mid and high poly refinement.
Learn hands-on 3D modeling of a hand and fingers, using local coordinates, pivot setup, linking, symmetry, and shell detailing to create insect-like armor and antennas.
Refine the arm, back, and side anatomy with symmetry, inset bevel detailing, and synthetic muscles. Iterate quick detailing and texture-focused refinements to enhance form and avoid clipping.
Develop head modeling skills in part 12 of the Arrimus ultimate 3d modeling course, focusing on realistic head construction for 3d art projects.
Cover fingers, legs, and chest in 3d modeling as taught in Arrimus ultimate 3d modeling course part 13.
Learn to begin a sci-fi soldier bust in ZBrush, building the helmet, shoulders, chest, and backpack with dynamic sculpting, color work, and polish, plus basic transfer of models to CAD.
Refine the sci fi soldier helmet, prioritizing the head as the centerpiece, and transition from zebrafish topology detailing to kit bashing to evolve the design.
Learn Blender retopology for a sci‑fi character, refining proportions, applying mirror, extrude, and bridge workflows. Use zebrafish for quick pattern testing and polish with creases and subdivisions.
Export all parts—the base body, torso, helmets, and backpack—and use merge or append to prepare objects for retopology in Max, then refine with detach, weld, and symmetry.
Learn Blender retopology on a sci-fi helmet by detaching parts, applying modifiers, using snapping and loop tools, and refining loops, creases, and topology while exploring non 1-to-1 design ideas.
Learn to use design templates and kit bash workflows to shape cohesive armor, applying extrusion, insets, cuts, and smoothing for balanced topology, and export to the soldier scene.
Explore iterative 3d design as you discard experiments, use placeholders, and refine a sci fi soldier from initial shapes toward a cohesive final concept while building a personal parts library.
In this course you will learn how to work with polygon, sculpting, and CAD programs to get the best of all worlds. There is a strong emphasis on using the strongest aspects of all programs to get the most out of your 3D design experience. You will learn to work at a good level in 3D Studio Max, Blender, Zbrush, and Plasticity. You will learn how how sculpt in Zbrush and take advantage of Zbrush's fluid and responsive dynamesh system to quickly explore your design in the initial stages. You will also learn how to quickly paint and set up a color scheme while you are still in the sculpting phase. Then, you will learn how to retopologize and continue your design in 3DS Max and Blender. After creating cleaner simpler film asset topology you will learn how to further refine, define, and detail your object to a high standard. Finally, you will learn how to export your subdivision mesh to MoI and Plasticity to add crisp and clean CAD details. At the end of this course you will have a good grasp on modeling a wide variety of objects, from organic brains to faces to mechanical legs and weapons and you will be able to create a creature or mech that has a good mix of fleshy parts as well as sleek and sharp hard surface objects.